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Moonlit Burrow

  • 3d
  • caretaking
  • horror
  • cozy
  • arcade
  • third-person
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aalijah built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moonlit Burrow yet. Play it, then tell Aalijah what you would add next.

Make your own game

Moonlit Burrow was built by Aalijah with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Moonlit Burrow opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Moonlit Burrow

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a creepy-cute 3D caretaking game titled “Moonlit Burrow.” Use a dark moonlit yard at night as the setting, viewed from a high third-person/isometric-like perspective behind and above the player. The world should have a nearly black navy-purple background with fog, a large pale moon in the upper-left sky, soft cool moonlight, shadows, and a muted green circular ground. Build simple dark-purple dirt paths: one long north-south path and two branching paths, with a primitive cemetery fence along the far edges, a sign at the back, grave models arranged in rows toward the rear, and sparse trees around the perimeter. Use a stylized low-poly/asset-based look with glowing colored interaction markers: each marker is a luminous colored ring on the ground with a bobbing orb floating above it.

The player is Y/N, a caretaker represented by a graveyard keeper character model with a pale lavender tint. Start the player near the bottom center of the yard at approximately (0, 5.2), and allow free movement within the yard boundaries (roughly x -8.2 to 8.2 and z -7.8 to 6.4). Support WASD and arrow keys on desktop, and a virtual joystick plus a large circular “Care” button on mobile. The player turns to face movement direction and the camera smoothly follows from above and behind.

Place two human bunny children near the upper-middle of the yard, Luna on the left and Milo on the right. They should look mostly human but have prominent soft bunny ears and a white tail, with gentle idle bobbing animations. Tint Luna pink (pink clothing/body accents and pale pink ears) and Milo light blue (blue tint and pale blue ears). Include visible colored ground markers for two normal care locations: “Moonberry bowl” on the left, pink, and “Warm blanket” on the right, cyan. Also include three creepy destinations deeper in the graveyard: “Cemetery gate” on the left in purple, “The quiet grave” in the center in pale white/lavender, and “Old crypt steps” on the right in hot pink. Only the relevant active destination should be emphasized once a task is selected; normal markers remain visible. Add rows of graves behind the destinations and a hidden ghost character at the cemetery gate/behind the fence that becomes visible once creep reaches at least 35% and remains visible thereafter.

The core loop is exactly six care tasks. At the start, display a dialogue panel saying: “Two bunny-eared kids wait under the moon. They look human except for the soft ears... and the tails that twitch when nobody speaks.” Display buttons “Help Luna” and “Help Milo” so the player can choose who to help, or allow pressing E near a bunny to select one. Selecting a child shows their request and sets the glowing destination; hide the choice buttons while a task is active. The request sequence/deck is:
1. Luna asks for moonberries at Moonberry bowl: “Luna tugs your sleeve. ‘Can you get me moonberries? Not the red ones. They blink.’” This is normal and adds 0 creep.
2. Milo asks for a blanket at Warm blanket: “Milo asks for a blanket. ‘The house is breathing cold again.’” This is normal and adds 0 creep.
3. Luna asks to go to Cemetery gate: “Luna smiles too wide. ‘Please take me to the cemetery gate. I left my shadow there.’” Add 16 creep.
4. Milo asks to visit The quiet grave: “Milo whispers, ‘Can we visit the quiet grave? Someone under it knows my name.’” Add 19 creep.
5. Luna asks to go to Old crypt steps: “Luna points at the broken crypt. ‘The rabbits below are calling roll call.’” Add 23 creep.
6. Milo asks for one more lullaby by The quiet grave: “Milo’s ears flatten. ‘One more lullaby by the grave. Don’t look at the dates.’” Add 26 creep.

The player must walk to the active glowing location and press E/Space or the mobile Care button. Require the player to be within about 1.35 world units of the active marker; otherwise show “You need to stand closer to [location].” On successful care, increase Care by 1, increase the creep meter by that task’s creep amount, play a subtle click, and show a short response. For normal tasks, say “[Name] relaxes. For a moment, the ears are just cute ears.” For creepy tasks, say “[Name] thanks you. The ground taps twice from underneath. Your care meter rises anyway.” Then clear the task and offer the next choice. Choosing a child should select the next matching request at or after the current request index, otherwise use the current request, preserving the six-task progression.

Show a fixed glassy translucent HUD over the scene. At top-left display the large glowing title “Moonlit Burrow” in a spooky decorative font and “Caretaker: Y/N.” At top-right show “Care: 0/6” initially, a horizontal creep progress bar with a gradient from mint through purple to pink, “Creep: 0%,” and “Task: Choose who to help.” Update the care count, creep percentage, and task text as play progresses. Put centered bottom dialogue in a rounded translucent panel, with white text and a smaller hint line such as “WASD / arrows to walk. Press E near a bunny or glowing place. On phone, use the stick and Care button.” Place the Help buttons above the dialogue panel, using pale pink for Luna and pale mint for Milo. On mobile, show a translucent joystick at bottom-left and a large pale-yellow circular Care button at bottom-right; hide these controls on larger desktop screens.

After six completed tasks, end the game. Increase creep by another 18 (capped at 100), reveal the ghost, remove the choice buttons, show a Start over button, and display this ending dialogue: “The bunnies hold your hands at the cemetery gate. ‘Good caretaker,’ they say together. Their ears cast shadows shaped like antlers. The gate opens from the inside.” The hint should say “Ending reached. Press Start over to replay and choose tasks faster.” Use gentle marker pulsing, bobbing orbs, idle character animation, soft fog, cool lighting, and a restrained spooky atmosphere; do not add combat, jumping, inventory, branching refusal choices, hunger systems, or other mechanics not described.

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